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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestWaspRobot : MonoBehaviour
{
[SerializeField] private TestFakeHeight m_Follow;
[SerializeField] private SpriteRenderer m_Shadow;
[SerializeField] private float m_MoveSpeed;
private SpriteRenderer m_SpriteRenderer;
private TestFakeHeight m_Coords;
// wasp»·ÈÆ
[SerializeField] private float m_Radius;
[SerializeField] private List<Sprite> m_Sprites;
private bool m_Following;
private float m_Angle;
private float m_OrbitSpeed = 3f;
enum State
{
None,
Move,
Orbit,
}
private State m_State = State.None;
private Coroutine m_Coroutine;
private void Start()
{
m_SpriteRenderer = GetComponent<SpriteRenderer>();
m_Coords = GetComponent<TestFakeHeight>();
m_Following = false;
m_Angle = 0;
ChangeState(State.Move);
}
private void ChangeState(State state)
{
if(m_State != state)
{
//Debug.Log(m_State.ToString() + "->" + state.ToString());
if(m_Coroutine != null)
{
StopCoroutine(m_Coroutine);
}
m_State = state;
m_Coroutine = StartCoroutine("co" + m_State.ToString());
}
}
void Update()
{
//float distance = (m_Follow.positionOnGround - m_Coords.positionOnGround).magnitude;
//m_Following = distance > m_Radius + 0.1f;
//if (m_Following)
//{
// Vector2 dir = (m_Follow.positionOnGround - m_Coords.positionOnGround).normalized;
// Vector2 posOnGround = m_Coords.positionOnGround;
// posOnGround.x += m_MoveSpeed * Time.deltaTime * dir.x;
// posOnGround.y += m_MoveSpeed * Time.deltaTime * dir.y;
// m_Coords.positionOnGround = posOnGround;
// //m_SpriteRenderer.flipX = m_Follow.x < m_Coords.x;
//}
//else
//{
// m_Angle += Time.deltaTime * m_OrbitSpeed;
// Vector2 centre = m_Follow.positionOnGround;
// centre += new Vector2(Mathf.Cos(m_Angle), Mathf.Sin(m_Angle)).normalized * m_Radius;
// m_Coords.positionOnGround = centre;
// int index = ((int)Mathf.Floor(((m_Angle * Mathf.Rad2Deg) % 360) / 30)) % 12;
// m_SpriteRenderer.sprite = m_Sprites[index];
// m_Shadow.sprite = m_Sprites[index];
//}
float distance = (m_Follow.positionOnGround - m_Coords.positionOnGround).magnitude;
m_Following = distance > m_Radius + 0.1f;
if(m_Following)
{
ChangeState(State.Move);
}
else
{
ChangeState(State.Orbit);
}
}
IEnumerator coMove()
{
while (true)
{
if (m_Following)
{
Vector2 dir = (m_Follow.positionOnGround - m_Coords.positionOnGround).normalized;
Vector2 posOnGround = m_Coords.positionOnGround;
posOnGround.x += m_MoveSpeed * Time.deltaTime * dir.x;
posOnGround.y += m_MoveSpeed * Time.deltaTime * dir.y;
m_Coords.positionOnGround = posOnGround;
float rad = GetAngleToTarget();
int index = GetSpriteIndex(rad);
SetSprite(index);
}
yield return null;
}
}
IEnumerator coOrbit()
{
m_Angle = GetAngleToTarget();
while (true)
{
m_Angle += Time.deltaTime * m_OrbitSpeed;
Vector2 centre = m_Follow.positionOnGround;
centre += new Vector2(Mathf.Cos(m_Angle), Mathf.Sin(m_Angle)).normalized * m_Radius;
m_Coords.positionOnGround = Vector2.Lerp(m_Coords.positionOnGround, centre, 0.25f);
int index = GetSpriteIndex(m_Angle);
SetSprite(index);
yield return null;
}
}
float GetAngleToTarget()
{
Vector2 posOnGround = m_Coords.positionOnGround;
Vector2 target = m_Follow.positionOnGround;
Vector2 dir = (posOnGround - target).normalized;
return Mathf.Atan2(dir.y, dir.x);
}
// angle rad
int GetSpriteIndex(float rad)
{
int index = ((int)Mathf.Floor(((rad * Mathf.Rad2Deg) % 360) / 30)) % 12;
index = Mathf.Clamp(index, 0, m_Sprites.Count - 1);
return index;
}
void SetSprite(int index)
{
m_SpriteRenderer.sprite = m_Sprites[index];
m_Shadow.sprite = m_Sprites[index];
}
}
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